我试图找出一种用于绘制这种随机形状的算法,知道可以刻在其中的最大矩形的大小:
我希望云中有变量文本,其中一些可能很短,而其他可能长达几句;这就是我无法达到预定义大小的原因。
我目前的做法如下:
我的希望是,通过在其他圆圈之间的交叉点放置圆圈,我将以比我将它们放置在矩形内的随机位置更少的步骤覆盖所有所需区域,方法是最小化放置的圆圈数量在前几个圈子已经完全覆盖的领域。
第一次审判产生了这个丑陋的事情:
但我发现其中有几个问题:
有人知道随机绘制这些形状的机制吗?感谢。
编辑:
根据et_l的优秀建议,我把这个次优的实现放在一起,仍然没有达到预期的结果,但是比我最初的试验要好得多:
function vector(a, b)
{
if (!(this instanceof vector)) return new vector(a, b);
if (a instanceof vector && b instanceof vector) {
this.x = b.x - a.x;
this.y = b.y - a.y;
}
else {
this.x = a;
this.y = b;
}
}
vector.prototype =
{
get lengthSq()
{
return this.x * this.x + this.y * this.y;
},
get length()
{
return Math.sqrt(this.lengthSq);
},
get angle()
{
return (Math.PI / 2) + Math.atan2(this.x, this.y);
},
distanceTo:function(x, y)
{
if (arguments.length == 1) return new vector(this, arguments[0]).length;
return new vector(this, new vector(x, y)).length;
},
clone: function()
{
return new vector(this.x, this.y);
},
normalize: function()
{
var l = this.length;
this.x /= l;
this.y /= l;
return this;
},
get normalized()
{
return this.clone().normalize();
},
add: function(x, y)
{
if (x instanceof vector) return this.add(x.x, x.y);
this.x += x;
this.y += y;
return this;
},
scale: function(x, y)
{
if (y === undefined) y = x;
this.x *= x;
this.y *= y;
return this;
},
scaled: function(x, y)
{
return this.clone().scale(x, y);
}
};
vector.add = function(v1, v2)
{
return v1.clone().add(v2);
};
vector.dot = function(v1, v2)
{
return v1.x * v2.x + v1.y * v2.y;
};
vector.cross = function(v1, v2)
{
return v1.x * v2.y - v1.y * v2.x;
}
function line(p1, p2)
{
if (!(this instanceof line)) {
if (arguments.length == 0) return new line();
if (arguments.length == 2) return new line(arguments[0], arguments[1]);
if (arguments.length == 4) return new line(arguments[0], arguments[1], arguments[2], arguments[3])
}
if (arguments.length == 0) {
this.p1 = new vector(0, 0);
this.p2 = new vector(0, 0);
}
else if (arguments.length == 2) {
this.p1 = p1;
this.p2 = p2;
}
else if (arguments.length == 4) {
this.p1 = new vector(arguments[0], arguments[1]);
this.p2 = new vector(arguments[2], arguments[3]);
}
}
line.prototype =
{
get angle()
{
return new vector(this.p1, this.p2).angle;
},
get lengthSq()
{
return new vector(this.p1, this.p2).lengthSq;
},
get length()
{
return new vector(this.p1, this.p2).length;
},
distanceTo: function(p, extend)
{
var pp;
var v1 = new vector(this.p1, p);
var v2 = new vector(this.p1, this.p2);
var v2len2 = v2.lengthSq;
var disc = v2len2 == 0 ? -1 : vector.dot(v1, v2) / v2len2;
if (!extend && disc < 0) pp = this.p1;
else if (!extend && disc > 1) pp = this.p2;
else pp = vector.add(this.p1, v2.scaled(disc));
return new vector(p, pp).length;
},
intersect:function(other)
{
var otx, oty, tdx, tdy, odx, ody, cross1, cross2, cross3, t;
tdx = this.p2.x - this.p1.x;
tdy = this.p2.y - this.p1.y;
odx = other.p2.x - other.p1.x;
ody = other.p2.y - other.p1.y;
cross1 = tdx * ody - odx * tdy;
if (cross1 == 0) return null;
var overZero = cross1 > 0;
otx = this.p1.x - other.p1.x;
oty = this.p1.y - other.p1.y;
cross2 = tdx * oty - tdy * otx;
if (cross2 < 0 == overZero) return null;
cross3 = odx * oty - ody * otx;
if ((cross3 < 0) == overZero) return null;
if ((cross2 > cross1 == overZero) || (cross3 > cross1 == overZero)) return null;
t = cross3 / cross1;
var r = { x:undefined, y:undefined };
r.x = this.p1.x + (t * tdx);
r.y = this.p1.y + (t * tdy);
return r;
}
};
function ellipse(x, y, width, height, angle, stroke, fill, precision)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.angle = angle;
if (stroke) {
var els = stroke.split(' ');
this.stroke = els[0];
if (els.length > 1) this.lineWidth = parseFloat(els[1]);
}
this.fill = fill;
this.precision = precision || 5;
}
ellipse.prototype =
{
get center()
{
return new vector(this.x, this.y);
},
setStroke: function(value)
{
var els = value.split(' ');
this.stroke = els[0];
if (els.length > 1) this.lineWidth = parseFloat(els[1]);
return this;
},
setFill: function(value)
{
this.fill = value;
return this;
},
clone: function()
{
return new ellipse(this.x, this.y, this.width, this.height, this.angle, this.stroke + (this.lineWidth !== undefined ? ' ' + this.lineWidth : ''), this.fill, this.precision)
},
angleAt: function(x, y)
{
if (arguments.length == 1) return new vector(x.x - this.x, x.y - this.y).angle;
return new vector(x - this.x, y - this.y).angle;
},
pointAt: function(angle)
{
var cost = Math.cos(this.angle), sint = Math.sin(this.angle);
var cosa = Math.cos(angle), sina = Math.sin(angle);
var x = this.x + (this.width * cosa * cost - this.height * sina * sint);
var y = this.y + (this.width * cosa * sint + this.height * sina * cost);
return new vector(x, y);
},
inflate: function(x, y)
{
if (y === undefined) y = x;
if (typeof x == 'string') {
if (x.substr(-1) == '%') this.width *= 1 + parseFloat(x) / 100;
else this.width += parseFloat(x);
}
else this.width += x;
if (typeof y == 'string') {
if (y.substr(-1) == '%') this.height *= 1 + parseFloat(y) / 100;
else this.height += parseFloat(y);
}
else this.height += y;
return this;
},
randomPoint: function()
{
return this.pointAt(Math.random() * Math.PI * 2);
},
intersect: function(other)
{
var r = [];
var lt = new line(), ot = new line();
var tcos = Math.cos(this.angle), tsin = Math.sin(this.angle);
var ocos = Math.cos(other.angle), osin = Math.sin(other.angle);
lt.p1 = { x:this.x + (this.width * tcos), y:this.y + (this.width * tsin) };
var o0 = { x:other.x + (other.width * ocos), y:other.y + (other.width * osin) };
for (var ta = 1; ta < 360; ta += this.precision) {
var x, y, trads = ta * Math.PI / 180;
x = this.x + (this.width * Math.cos(trads) * tcos - this.height * Math.sin(trads) * tsin);
y = this.y + (this.width * Math.cos(trads) * tsin + this.height * Math.sin(trads) * tcos);
lt.p2 = { x:x, y:y };
ot.p1 = o0;
for (var oa = 1; oa < 360; oa += other.precision) {
var orads = oa * Math.PI / 180;
x = other.x + (other.width * Math.cos(orads) * ocos - other.height * Math.sin(orads) * osin);
y = other.y + (other.width * Math.cos(orads) * osin + other.height * Math.sin(orads) * ocos);
ot.p2 = { x:x, y:y };
var i = lt.intersect(ot);
if (i) r.push(i);
ot.p1 = ot.p2;
}
ot.p2 = { x:other.x + (other.width * ocos), y:other.y + (other.width * osin) };
var i = lt.intersect(ot);
if (i) r.push(i);
lt.p1 = lt.p2;
}
lt.p2 = { x:this.x + (this.width * tcos), y:this.y + (this.width * tsin) };
ot.p1 = o0;
for (var oa = 1; oa < 360; oa += other.precision) {
var orads = oa * Math.PI / 180;
x = other.x + (other.width * Math.cos(orads) * ocos - other.height * Math.sin(orads) * osin);
y = other.y + (other.width * Math.cos(orads) * osin + other.height * Math.sin(orads) * ocos);
ot.p2 = { x:x, y:y };
var i = lt.intersect(ot);
if (i) r.push(i);
ot.p1 = ot.p2;
}
ot.p2 = { x:other.x + (other.width * ocos), y:other.y + (other.width * osin) };
var i = lt.intersect(ot);
if (i) r.push(i);
return r;
},
draw: function(ctx)
{
var cos = Math.cos(this.angle), sin = Math.sin(this.angle);
var p0 = { x:this.x + (this.width * cos), y:this.y + (this.width * sin) };
ctx.beginPath();
ctx.moveTo(p0.x, p0.y);
for (var a = 1; a < 360; a += this.precision) {
var rads = a * Math.PI / 180;
var x = this.x + (this.width * Math.cos(rads) * cos - this.height * Math.sin(rads) * sin);
var y = this.y + (this.width * Math.cos(rads) * sin + this.height * Math.sin(rads) * cos);
var p1 = { x:x, y:y };
ctx.lineTo(p1.x, p1.y);
}
ctx.closePath();
if (this.fill) {
ctx.fillStyle = this.fill;
ctx.fill();
}
if (this.stroke) {
if (this.lineWidth) ctx.lineWidth = this.lineWidth;
ctx.strokeStyle = this.stroke;
ctx.stroke();
}
},
drawIntersections:function(other, ctx, color, width)
{
var intersections = this.intersect(other);
ctx.fillStyle = color || 'white';
if (width === undefined) width = 5;
for (var i = 0; i < intersections.length; ++i) {
ctx.fillRect(intersections[i].x - width / 2, intersections[i].y - width / 2, width, width);
}
}
};
function cloud(x, y, width, height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
var center = { x: x + width / 2, y: y + height / 2 };
if (Math.random() >= .5) {
var diagonal = new line(x, y, x + width, y + height);
var disth = diagonal.distanceTo(new vector(this.x + width, this.y), true);
}
else {
var diagonal = new line(x + width, y, x, y + height);
var disth = diagonal.distanceTo(new vector(this.x, this.y), true);
}
var distw = diagonal.length / 2;
var angle = diagonal.angle;
this.cover = new ellipse(center.x, center.y, distw, disth, angle, 'white', 'white');
this.body = this.cover.clone().inflate(5).setStroke('black 1px');
this.puffs = [];
var a = Math.random() * Math.PI / 12;
while (a < Math.PI * 7) {
var p = this.cover.pointAt(a);
var w = (.1 + Math.random() * .2) * (distw + disth) / 2;
this.puffs.push(new ellipse(p.x, p.y, w, w, 0, 'black 1px', 'white'));
a += .75;
}
}
cloud.prototype =
{
draw:function(ctx)
{
this.body.draw(ctx);
for (var i = 0; i < this.puffs.length; ++i) {
this.puffs[i].draw(ctx);
}
this.cover.draw(ctx);
}
};
var canvas = document.querySelector('canvas'), ctx = canvas.getContext('2d');
canvas.width = canvas.offsetWidth;
canvas.height = canvas.offsetHeight;
var cloud = new cloud((canvas.width - 300) / 2, (canvas.height - 100) / 2, 300, 100);
cloud.draw(ctx);
body {
margin: 0;
width: 100vw;
height: 100vh;
overflow: hidden;
background-image: linear-gradient(to bottom, #2688FF, #94C4FF 75%, #B8D8FF);
}
canvas {
width: 100vw;
height: 100vh
}
<canvas></canvas>
注意:
我选择了倾斜的椭圆,认为数学很容易。男孩,我错了!数学可能很容易,但我的数学技能是垃圾。我试了好几次来推导出方程式来找到两个可能旋转的椭圆之间的交点,我总是得到一个我不知道如何简化的理性表达式:-(最后我放弃了并决定接近椭圆作为一系列线段,找到它们之间的交叉点。任何帮助得出正确的方程式都将非常感激。
同样,一旦我找到了每个添加的“puff”和更大的“body”椭圆之间的交点,我试图找到它们相对于椭圆中心的相应“角度”,这样我就可以选择角度较大的那个,并按顺时针方向继续添加随机抽吸,直到我绕过整个身体的椭圆。但是,我无法弄清楚如何计算这个角度,所以我以固定的间隔放置随机大小的泡芙,与π无关并做几次旋转,所以抽屉在明显随机的地方重叠。
答案 0 :(得分:0)
我喜欢你的方法。这是一个改进它的想法,因此结果将覆盖矩形并具有所需的凹槽:
创建一个有一些倾斜但覆盖整个矩形的椭圆。如果您不想打扰倾斜,可以使用答案here来得到一个覆盖矩形的椭圆。例如,使用the insight基本椭圆方程实际上是统一圆的拉伸方程式,您可以根据矩形使用参数:(x/a)^2+(y/b)^2=1
,其中a:=rectangle.width/sqrt(2)
和{{ 1}}。
制作椭圆的副本并将其放大(拉伸)两个轴。您可以使用百分比,例如两个轴上的拉伸为5%。
用大椭圆做你以前做过的事情 - 从它周围的一个随机点开始,放一个随机大小的圆圈,计算它与椭圆的交点并放入新的随机大小在那里圈出一个中心并继续直到你覆盖整个圆周。 这一次 - 使用黑色笔划的圆圈。
将原始椭圆(小椭圆)带到整个形状集合的前面。
所以最后你会留下覆盖矩形的原始较小的椭圆,并阻碍其余的圆圈。笔划和放大的椭圆与圆圈一起形成所需的轮廓,并在形状内有凹口。